Legacy Documentation: Version 5.0
Modifying Source Assets Through Scripting
Reducing the File Size of the Build

Build Player Pipeline

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

When building a player, you sometimes want to modify the built player in some way. For example you might want to add a custom icon, copy some documentation next to the player or build an Installer. You can do this via editor scripting using BuildPipeline.BuildPlayer to run the build and then follow it with whatever postprocessing code you need:-

// JS example.

import System.Diagnostics;

class ScriptBatch {
    @MenuItem("MyTools/Windows Build With Postprocess")
    static function BuildGame() {
        // Get filename.
        var path = EditorUtility.SaveFolderPanel("Choose Location of Built Game", "", "");
        var levels : String[] = ["Assets/Scene1.unity", "Assets/Scene2.unity"];
        
        // Build player.
        BuildPipeline.BuildPlayer(levels, path + "/BuiltGame.exe", BuildTarget.StandaloneWindows, BuildOptions.None);

        // Copy a file from the project folder to the build folder, alongside the built game.
        FileUtil.CopyFileOrDirectory("Assets/WebPlayerTemplates/Readme.txt", path + "Readme.txt");

        // Run the game (Process class from System.Diagnostics).
        var proc = new Process();
        proc.StartInfo.FileName = path + "BuiltGame.exe";
        proc.Start();
    }
}


// C# example.
using UnityEditor;
using System.Diagnostics;

public class ScriptBatch 
{
    [MenuItem("MyTools/Windows Build With Postprocess")]
    public static void BuildGame ()
    {
        // Get filename.
        string path = EditorUtility.SaveFolderPanel("Choose Location of Built Game", "", "");
        string[] levels = new string[] {"Assets/Scene1.unity", "Assets/Scene2.unity"};

        // Build player.
        BuildPipeline.BuildPlayer(levels, path + "/BuiltGame.exe", BuildTarget.StandaloneWindows, BuildOptions.None);

        // Copy a file from the project folder to the build folder, alongside the built game.
        FileUtil.CopyFileOrDirectory("Assets/WebPlayerTemplates/Readme.txt", path + "Readme.txt");

        // Run the game (Process class from System.Diagnostics).
        Process proc = new Process();
        proc.StartInfo.FileName = path + "BuiltGame.exe";
        proc.Start();
    }
}

PostProcessBuild Attribute

You can also use the postprocessOrder parameter of the PostProcessBuildAttribute to define the execution order for your build methods, and call your external scripts with the Process class from these methods as shown in the last section. This parameter is used to sort the build methods from lower to higher, and you can assign any negative or positive value to it.

Modifying Source Assets Through Scripting
Reducing the File Size of the Build